Colorblindness in GURPS

As a GM, the author enjoys seeing players take this disadvantage. Some players choose it to round out their character concept, seeking a meaningful limitation that shapes how their character interacts with the world. Others take it for the points, treating it as a mechanical trade-off. The post explores how colorblindness plays out at the table and what it demands from both player and GM.

Posted in Adventures, Characters, GM, GURPS, PC, Roleplaying, RPGs, Rules

Tactics And Your Character

A look at how tactical play differs between grid-based combat and description-based combat in GURPS. The post weighs the strengths of each approach: grids offer precision and clarity for positioning, while descriptive combat leans into narrative flow and GM adjudication. The discussion touches on how a character's tactical skills can be reflected mechanically regardless of which style a group prefers.

Posted in Adventures, Characters, GM, GURPS, PC, Roleplaying, RPGs, Rules

Colorblindness remains one of the more interesting disadvantages a player can bring to a GURPS table, because it touches nearly every scene without dominating any single one. The GM who encourages this trait discovers that it reshapes how characters read maps, identify potions, follow tracks, or even recognize allies in low light. Rather than slowing play, it often sparks creative solutions, as players find workarounds that their fully sighted counterparts would never consider. The disadvantage also rewards the roleplayer who enjoys inhabiting a character with a genuine limitation, making the mechanical point value feel secondary to the storytelling opportunities it creates.

Tactical combat in GURPS rewards preparation and careful positioning, but the best battles are rarely won by raw numbers alone. Players who study the terrain, anticipate ambushes, and communicate with one another before the dice start rolling tend to emerge from dangerous situations with their characters intact. The system encourages this kind of thinking through its detailed maneuver options and realistic damage model, which means every decision carries weight. For the GM, staging encounters that offer multiple approaches keeps the table engaged and reminds everyone that a fight is only one possible outcome of a well-planned scene.

Pulp-era adventure brings a particular flavor to roleplaying that suits GURPS remarkably well, with its emphasis on daring heroes, exotic locales, and high-stakes schemes. Characters in this genre tend to be larger than life, combining sharp skills with dramatic flaws that make their victories feel earned. The game handles this style gracefully, allowing players to build competent protagonists without losing the sense of danger that keeps sessions exciting. Whether the adventure involves a lost temple, a shadowy conspiracy, or a race against time, the pulp framework encourages bold choices and memorable moments around the table.

The process of character creation in GURPS often takes as much time as the adventure itself, and that investment pays off during play. Building a character forces players to think about their concept, their background, and the small details that make a person feel real before they ever step into the story. This careful preparation gives the GM material to work with, weaving personal connections and hidden motivations into the campaign's larger plot. When players arrive at the table with characters they genuinely care about, the whole session benefits, and the shared story becomes something everyone is invested in seeing through to the end.

1920-30′s Pulp Adventure Outline

A past adventure experience shared by the author, set in the pulp era of the 1920s and 30s. The outline captures the tone and tropes of the period — fast cars, daring escapades, and larger-than-life villains — and reflects on how GURPS handled the genre's demands at the table.

Posted in Adventures, Characters, GM, GURPS, PC, Roleplaying, RPGs, Rules